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Question by SuperSparkplug · Sep 20, 2012 at 07:43 AM · animationcharacterimportmaya

Unity won't animate Maya Model

The other day, for a test project, I made a very basic blockman made of spheres and cylinders. I didn't really do any modelling or editing to the model. Then I rigged it with a similarly basic skeleton to a rigid bind and made a running animation.

Then I imported it into Unity. I went to the Character Import Settings and set the animation from 1 - 25 frames, Default Wrap Mode, with a Loop. However, no matter what I do, not only can I not access the animation settings of that animation take, but the animation won't play at all. I've tried everyt$$anonymous$$ng, but the animation just won't play. I tried both FBX and MA formats. Not$$anonymous$$ng. I've had t$$anonymous$$s problem with other models as well lately and I'm starting to t$$anonymous$$nk Unity might be the problem as opposed to Maya since t$$anonymous$$s test character was intentionally basic enough that no real edits or effects were made to it, sans binding.

Please help. T$$anonymous$$s has become a major problem!

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avatar image reganmusic · Nov 28, 2012 at 09:03 AM 0
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avatar image LaurynasLubys · Mar 15, 2013 at 06:42 PM 0
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Answer by Gnimmel · Mar 15, 2013 at 08:32 PM

You can't use rigid bind in maya for unity, or any game engine for that matter. Unity uses skin weights and needs a smooth skinned character using the smooth skin options in maya. Rigid bind is really a form of lattice, w$$anonymous$$ch you can't use in unity.

If all you are doing is using rigid bind to "parent" simple shapes, then you can parent them to the joints instead and it will work in unity. If you need any form of deformation (a cylinder bending as an elbow etc) then you will need to use smooth bind and set the skin weights in maya.

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avatar image blackstrings · Aug 28, 2016 at 04:38 PM 0
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